SinglePlayer: Выбор Зехира
Падение Стедвика(pre-release)
Готовится: Зима Титанов, Столетняя война
New here? I'm Roha — want a quick tour?
No matter what our math teacher says, you can also walk home through the covered market.
...
Sincerely.
Hmm. I'm not sure. You could attach a walking animation to him, but moving him... I only know SetObjectPosition, but that's definitely not what you need.
Best regards.
Is it possible to make monsters move on the map? For example, a peasant walking back and forth on a road?
Guys, please tell me, I added a message box to a multiplayer map that appears when interacting with an object, but when player 1 interacts with the object and receives the message box, all other players see the same message box on their next turn. Is it possible to make it so that only the hero who interacted with the object sees the message box, while any player can interact with the object and see the message box?
No matter what our math teacher says, you can also go home through the covered market.
A system of QuestionBox-es asking the player which faction they are playing as would allow for:
ShowFlyingSign( spTXT, sObjectName, nPlayerID, nTimeSec)
Displays the message spTXT to player nPlayerID, flying away from object sObjectName within nTimeSec.
Ideally, you could also use something like if GetObjectOwner('player_starting_city') == PLAYER_1 then
elseif GetObjectOwner('second_player_starting_city') == PLAYER_2 then
and so on.
I don't know how else – maybe more experienced map makers know.
Sincerely.
There are some nuances regarding movement. The thing is, a monster with this animation won't walk back and forth, but rather run forward, teleport backward, and run forward again. So, it needs to be somehow turned around after each cycle.
EnableHeroAI('hero name', nil);function func(parameter)
SetObjectPosition('enemy hero name for teleportation', coordinates);
MoveHeroRealTime('this hero', town coordinates);
Trigger(action code, additional parameters, nil);
Trigger(same, but for a duration);
end;
Trigger(action code, additional parameters, func);How does such a script look in general?
PlayObjectAnimation('monster name', 'move', IDLE);SetObjectPosition; it theoretically can rotate, but as I clarified, changing the teleportation effect (which we need to eliminate!) only works in 3.1 and only applies to heroes, so I'm not even sure.
PlayObjectAnimation('monster name','move',IDLE);
If rotations are involved, there are problems... The issue now lies with SetObjectPosition; theoretically, it can rotate, but as I clarified, changing the teleportation effect (which we need to disable!) only works in version 3.1 and only applies to heroes, so I'm not even sure.
There are some nuances regarding movement. The thing is that a monster with such an animation won't walk back and forth, but rather run forward, teleport backward, and run forward again. So, it needs to be somehow turned around after each cycle.